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2814b6c7a2 |
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- {fileID: 491328828}
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- {fileID: 738367608}
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@@ -129,6 +129,7 @@ GameObject:
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m_Component:
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- component: {fileID: 159786491}
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- component: {fileID: 159786490}
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- component: {fileID: 159786492}
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m_Name: UIdocument
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m_TagString: Untagged
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@@ -174,6 +175,18 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &159786492
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 159786489}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 9c38ae32eef77b54bb36b487e11c7422, type: 3}
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m_Name:
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m_EditorClassIdentifier: '::'
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--- !u!1 &168139977
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GameObject:
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m_ObjectHideFlags: 0
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@@ -185,6 +198,7 @@ GameObject:
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- component: {fileID: 168139980}
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- component: {fileID: 168139979}
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- component: {fileID: 168139978}
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- component: {fileID: 168139981}
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m_Layer: 0
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m_Name: Main Camera
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m_TagString: MainCamera
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@@ -266,6 +280,50 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &168139981
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 168139977}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
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m_RenderShadows: 1
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m_RequiresDepthTextureOption: 2
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m_RequiresOpaqueTextureOption: 2
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m_CameraType: 0
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m_Cameras: []
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serializedVersion: 2
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m_VarianceClampScale: 0.9
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m_ContrastAdaptiveSharpening: 0
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m_Version: 2
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
|
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m_ObjectHideFlags: 0
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@@ -0,0 +1,84 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using static UnityEditor.Experimental.GraphView.GraphView;
|
||||
|
||||
public class HealthGUIController : MonoBehaviour
|
||||
{
|
||||
private List<PlayerStressController> players;
|
||||
|
||||
public List<Sprite> images;
|
||||
|
||||
private UIDocument uiDocument;
|
||||
private List<Image> playerLifeList;
|
||||
private List<ProgressBar> playerStressBarList;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.InstanceID).ToList();
|
||||
|
||||
uiDocument ??= GetComponent<UIDocument>();
|
||||
if (uiDocument == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var root = uiDocument.rootVisualElement;
|
||||
if (root == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
playerLifeList = new List<Image>() { new Image(), new Image(), new Image(), new Image() };
|
||||
playerStressBarList = new List<ProgressBar>() { new ProgressBar(), new ProgressBar(), new ProgressBar(), new ProgressBar() };
|
||||
|
||||
playerLifeList[0] = root.Q<Image>("Player1Life");
|
||||
playerLifeList[1] = root.Q<Image>("Player2Life");
|
||||
playerLifeList[2] = root.Q<Image>("Player3Life");
|
||||
playerLifeList[3] = root.Q<Image>("Player4Life");
|
||||
|
||||
playerLifeList[0].tintColor = players[0].gameObject.GetComponent<SpriteRenderer>() ? players[0].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
playerLifeList[1].tintColor = players[1].gameObject.GetComponent<SpriteRenderer>() ? players[1].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
playerLifeList[2].tintColor = players[2].gameObject.GetComponent<SpriteRenderer>() ? players[2].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
playerLifeList[3].tintColor = players[3].gameObject.GetComponent<SpriteRenderer>() ? players[3].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
|
||||
|
||||
playerStressBarList[0] = root.Q<ProgressBar>("Player1StressBar");
|
||||
playerStressBarList[1] = root.Q<ProgressBar>("Player2StressBar");
|
||||
playerStressBarList[2] = root.Q<ProgressBar>("Player3StressBar");
|
||||
playerStressBarList[3] = root.Q<ProgressBar>("Player4StressBar");
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
for (int i = 0; i < players.Count; i++)
|
||||
{
|
||||
//update stress bar
|
||||
float ratio = Mathf.Clamp01(players[i].currentStress / players[i].maxStress);
|
||||
|
||||
// Update the bar's value (0-100)
|
||||
playerStressBarList[i].value = ratio * 100f;
|
||||
|
||||
|
||||
//update sprite
|
||||
playerLifeList[i].sprite = players[i].currentStress switch
|
||||
{
|
||||
>= 0 and <= 33 => images[0],
|
||||
> 33 and <= 66 => images[1],
|
||||
> 66 and <= 99 => images[2],
|
||||
_ => images[0]
|
||||
};
|
||||
|
||||
if (players[i].isParalyzed)
|
||||
{
|
||||
playerLifeList[i].sprite = images[3];
|
||||
}
|
||||
else if (players[i].isPanicking)
|
||||
{
|
||||
playerLifeList[i].sprite = images[4];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
||||
guid: 09397b12132be4248998c82e96a8b7c4
|
||||
@@ -0,0 +1,37 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class LoseGuiController : MonoBehaviour
|
||||
{
|
||||
private UIDocument uiDocument;
|
||||
private Button button;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
private void OnEnable()
|
||||
{
|
||||
uiDocument ??= GetComponent<UIDocument>();
|
||||
if (uiDocument == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var root = uiDocument.rootVisualElement;
|
||||
if (root == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
button = root.Q<Button>("Button");
|
||||
|
||||
button.clicked += () => HandleClick("MainMenu");
|
||||
}
|
||||
|
||||
private void HandleClick(string sceneName)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(sceneName))
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c38ae32eef77b54bb36b487e11c7422
|
||||
@@ -8,19 +8,18 @@ public class LoseScreenController : MonoBehaviour
|
||||
[SerializeField]private const string LoseSceneName = "Lose";
|
||||
|
||||
private List<PlayerStressController> players;
|
||||
private bool hasLost = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
players = FindObjectsOfType<PlayerStressController>().ToList();
|
||||
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.None).ToList();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (hasLost || players.Count == 0)
|
||||
if (players.Count == 0)
|
||||
return;
|
||||
|
||||
if (players.All(p => p.IsPanicking))
|
||||
if (players.All(p => p.isPanicking))
|
||||
{
|
||||
TriggerLose();
|
||||
}
|
||||
@@ -28,7 +27,6 @@ public class LoseScreenController : MonoBehaviour
|
||||
|
||||
void TriggerLose()
|
||||
{
|
||||
hasLost = true;
|
||||
SceneManager.LoadScene(LoseSceneName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
{
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdb391b004c27a64da8f6922aab5512e
|
||||
@@ -23,14 +23,22 @@ public class PlayerPickupController : MonoBehaviour
|
||||
public Transform holdPoint; // Empty GameObject above head
|
||||
public float pickupRange = 2.0f;
|
||||
|
||||
private GameObject heldObject;
|
||||
public GameObject heldObject;
|
||||
private Rigidbody2D heldBody;
|
||||
private float heldBodyMass;
|
||||
private float heldBodyGravity;
|
||||
private RigidbodyType2D heldBodyType;
|
||||
private bool heldBodySimulated;
|
||||
private PlayerPlatformerController platformerController;
|
||||
private PlayerStressController playerStressController;
|
||||
private bool isChargingThrow;
|
||||
private float throwChargeStartTime;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
platformerController = GetComponent<PlayerPlatformerController>();
|
||||
playerStressController = GetComponent<PlayerStressController>();
|
||||
|
||||
if (inputActions == null)
|
||||
{
|
||||
Debug.LogError("PlayerPickupController missing InputActionAsset reference.", this);
|
||||
@@ -76,10 +84,10 @@ public class PlayerPickupController : MonoBehaviour
|
||||
|
||||
private void OnInteractPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
Debug.Log("Interact action performed");
|
||||
if(heldObject != null)
|
||||
if (playerStressController.isPanicking) return;
|
||||
|
||||
if (heldObject != null)
|
||||
{
|
||||
Debug.Log("Dropping held object");
|
||||
DropObject(false);
|
||||
return;
|
||||
}
|
||||
@@ -94,6 +102,12 @@ public class PlayerPickupController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if(playerStressController.isPanicking)
|
||||
{
|
||||
DropObject(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!heldObject.TryGetComponent<TrickController>(out _))
|
||||
{
|
||||
return;
|
||||
@@ -118,13 +132,15 @@ public class PlayerPickupController : MonoBehaviour
|
||||
{
|
||||
DropObject(true);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TryPickUp()
|
||||
{
|
||||
// Find all colliders within range
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, pickupRange);
|
||||
Debug.Log(colliders.Length + " colliders found in range");
|
||||
|
||||
foreach (var col in colliders)
|
||||
{
|
||||
if (col.gameObject == gameObject)
|
||||
@@ -134,6 +150,9 @@ public class PlayerPickupController : MonoBehaviour
|
||||
|
||||
var hasTrick = col.TryGetComponent<TrickController>(out var trick);
|
||||
var hasPlayer = col.TryGetComponent<PlayerPlatformerController>(out var playerController);
|
||||
|
||||
if (hasPlayer) continue;
|
||||
|
||||
if (!hasTrick && !hasPlayer && !col.CompareTag("Interactable"))
|
||||
{
|
||||
continue;
|
||||
@@ -149,9 +168,17 @@ public class PlayerPickupController : MonoBehaviour
|
||||
// Disable physics so it doesn't fall or collide with the player
|
||||
if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
|
||||
{
|
||||
heldBody = rb;
|
||||
heldBodyMass = rb.mass;
|
||||
heldBodyGravity = rb.gravityScale;
|
||||
heldBodyType = rb.bodyType;
|
||||
heldBodySimulated = rb.simulated;
|
||||
|
||||
rb.simulated = false;
|
||||
rb.bodyType = RigidbodyType2D.Kinematic;
|
||||
rb.gravityScale = 0;
|
||||
rb.mass = 0;
|
||||
rb.gravityScale = 0f;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
rb.angularVelocity = 0f;
|
||||
}
|
||||
|
||||
if (trick != null)
|
||||
@@ -178,14 +205,17 @@ public class PlayerPickupController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void DropObject(bool applyThrow)
|
||||
public void DropObject(bool applyThrow)
|
||||
{
|
||||
// Re-enable physics
|
||||
if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
|
||||
if (heldBody != null)
|
||||
{
|
||||
rb.bodyType = RigidbodyType2D.Dynamic;
|
||||
rb.gravityScale = 1;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
heldBody.simulated = heldBodySimulated;
|
||||
heldBody.bodyType = heldBodyType;
|
||||
heldBody.gravityScale = heldBodyGravity;
|
||||
heldBody.mass = heldBodyMass;
|
||||
heldBody.linearVelocity = Vector2.zero;
|
||||
heldBody.angularVelocity = 0f;
|
||||
}
|
||||
if (heldObject.TryGetComponent<TrickController>(out var trick))
|
||||
{
|
||||
@@ -203,7 +233,7 @@ public class PlayerPickupController : MonoBehaviour
|
||||
heldPickup.enabled = true;
|
||||
}
|
||||
}
|
||||
if (applyThrow && heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D throwBody))
|
||||
if (applyThrow && heldBody != null)
|
||||
{
|
||||
var direction = 1f;
|
||||
if (platformerController != null && Mathf.Abs(platformerController.LastMoveX) > 0.01f)
|
||||
@@ -217,8 +247,9 @@ public class PlayerPickupController : MonoBehaviour
|
||||
charge01 = Mathf.Clamp01(heldTime / Mathf.Max(0.01f, throwChargeTime));
|
||||
}
|
||||
var throwSpeed = Mathf.Lerp(minThrowSpeed, maxThrowSpeed, charge01);
|
||||
throwBody.linearVelocity = new Vector2(direction * throwSpeed, 0f);
|
||||
throwBody.angularVelocity = 0f;
|
||||
var upwardSpeed = throwUpwardForce * charge01;
|
||||
heldBody.linearVelocity = new Vector2(direction * throwSpeed, upwardSpeed);
|
||||
heldBody.angularVelocity = 0f;
|
||||
}
|
||||
heldObject.transform.position += Vector3.up * dropClearance;
|
||||
Collider2D col = heldObject.GetComponent<Collider2D>();
|
||||
@@ -227,6 +258,7 @@ public class PlayerPickupController : MonoBehaviour
|
||||
// Unparent
|
||||
heldObject.transform.SetParent(null);
|
||||
heldObject = null;
|
||||
heldBody = null;
|
||||
isChargingThrow = false;
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
[SerializeField] private string actionMapName = "Player";
|
||||
[SerializeField] private string moveActionName = "Move";
|
||||
[SerializeField] private string jumpActionName = "Jump";
|
||||
[SerializeField] private string healActionName = "Heal";
|
||||
[SerializeField] private string controlSchemeName = "";
|
||||
[SerializeField] private int gamepadIndex = -1;
|
||||
[SerializeField] private float moveSpeed = 6f;
|
||||
@@ -17,18 +18,29 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private float groundCheckDistance = 0.05f;
|
||||
|
||||
private PlayerStressController playerStressController;
|
||||
private PlayerPickupController playerPickupController;
|
||||
private Animator animator;
|
||||
|
||||
private Rigidbody2D body;
|
||||
private BoxCollider2D bodyCollider;
|
||||
private InputActionAsset runtimeActions;
|
||||
private InputAction moveAction;
|
||||
private InputAction jumpAction;
|
||||
private InputAction healAction;
|
||||
public float LastMoveX { get; private set; }
|
||||
private bool deviceFilterEnabled;
|
||||
private int healCoolDownTicks = 15;
|
||||
private int currentHealCoolDown = 0;
|
||||
private bool canHeal = true;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
body = GetComponent<Rigidbody2D>();
|
||||
bodyCollider = GetComponent<BoxCollider2D>();
|
||||
playerStressController = GetComponent<PlayerStressController>();
|
||||
playerPickupController = GetComponent<PlayerPickupController>();
|
||||
animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -51,10 +63,12 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
var map = runtimeActions.FindActionMap(actionMapName, true);
|
||||
moveAction = map.FindAction(moveActionName, true);
|
||||
jumpAction = map.FindAction(jumpActionName, true);
|
||||
healAction = map.FindAction(healActionName, true);
|
||||
|
||||
moveAction.Enable();
|
||||
jumpAction.Enable();
|
||||
jumpAction.performed += OnJumpPerformed;
|
||||
healAction.Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
@@ -70,6 +84,11 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
moveAction.Disable();
|
||||
}
|
||||
|
||||
if (healAction != null)
|
||||
{
|
||||
healAction.Disable();
|
||||
}
|
||||
|
||||
if (runtimeActions != null)
|
||||
{
|
||||
runtimeActions.Disable();
|
||||
@@ -81,11 +100,50 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if(IsGrounded())
|
||||
{
|
||||
animator.SetBool("isJumping", false);
|
||||
}
|
||||
|
||||
if (healAction == null) return;
|
||||
|
||||
currentHealCoolDown++;
|
||||
|
||||
if (currentHealCoolDown >= healCoolDownTicks)
|
||||
{
|
||||
currentHealCoolDown = 0;
|
||||
canHeal = true;
|
||||
}
|
||||
|
||||
if (moveAction == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (playerStressController.isPanicking) return;
|
||||
|
||||
if (healAction.IsPressed())
|
||||
{
|
||||
animator.SetBool("isBreathing", true);
|
||||
|
||||
if (playerPickupController.heldObject != null)
|
||||
{
|
||||
playerPickupController.DropObject(false);
|
||||
}
|
||||
|
||||
if (canHeal)
|
||||
{
|
||||
playerStressController.ReduceStress(3f);
|
||||
canHeal = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetBool("isBreathing", false);
|
||||
}
|
||||
|
||||
var input = moveAction.ReadValue<Vector2>();
|
||||
if (Mathf.Abs(input.x) > 0.01f)
|
||||
{
|
||||
@@ -94,10 +152,29 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
var velocity = body.linearVelocity;
|
||||
velocity.x = input.x * moveSpeed;
|
||||
body.linearVelocity = velocity;
|
||||
|
||||
if(velocity.x != 0)
|
||||
{
|
||||
animator.SetBool("isRunning", true);
|
||||
if (velocity.x > 0 && IsGrounded())
|
||||
{
|
||||
transform.localScale = new Vector3(.25f, .25f, .25f);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.localScale = new Vector3(-.25f, .25f, .25f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetBool("isRunning", false);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnJumpPerformed(InputAction.CallbackContext context)
|
||||
{
|
||||
if (playerStressController.isPanicking || healAction.IsPressed()) return;
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
return;
|
||||
@@ -107,6 +184,8 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
velocity.y = 0f;
|
||||
body.linearVelocity = velocity;
|
||||
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
|
||||
|
||||
animator.SetBool("isJumping", true);
|
||||
}
|
||||
|
||||
private bool ShouldFilterDevices()
|
||||
@@ -196,10 +275,22 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
for (var i = 0; i < hits.Length; i++)
|
||||
{
|
||||
var hit = hits[i];
|
||||
if (hit != null && hit != bodyCollider)
|
||||
if (hit == null || hit == bodyCollider || hit.isTrigger)
|
||||
{
|
||||
return true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hit.GetComponent<PlayerPlatformerController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hit.GetComponent<TrickController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -6,19 +7,26 @@ using UnityEngine;
|
||||
public class PlayerStressController : MonoBehaviour
|
||||
{
|
||||
public PlayerPickupController pickupController;
|
||||
|
||||
private Animator animator;
|
||||
|
||||
[Header("Stress Settings")]
|
||||
public float currentStress = 0f;
|
||||
public float maxStress = 100f;
|
||||
|
||||
public bool isPanicking = false;
|
||||
public bool isParalyzed = false;
|
||||
|
||||
// Define the event
|
||||
public static event Action OnPlayerPanic;
|
||||
public static event Action OnPlayerCalm;
|
||||
|
||||
[Header("Panic Settings")]
|
||||
[SerializeField] private float panicDuration = 1.2f;
|
||||
private float panicEndTime;
|
||||
[SerializeField] private float paralyseDuration = 5f;
|
||||
|
||||
public bool IsPanicking => Time.time < panicEndTime;
|
||||
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
// Start the repeating loop
|
||||
StartCoroutine(StressCheckLoop());
|
||||
}
|
||||
@@ -27,35 +35,61 @@ public class PlayerStressController : MonoBehaviour
|
||||
{
|
||||
while (true) // Runs for the lifetime of the object
|
||||
{
|
||||
ApplyStressLogic();
|
||||
yield return ApplyStressLogic();
|
||||
|
||||
// Wait for exactly 1 second before running again
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyStressLogic()
|
||||
IEnumerator ApplyStressLogic()
|
||||
{
|
||||
if (isParalyzed) yield break;
|
||||
|
||||
// Find all objects tagged as "Enemy"
|
||||
List<GameObject> enemies = GameObject.FindGameObjectsWithTag("Interactable").Where(enemy => enemy.GetComponent<TrickController>() != null).ToList();
|
||||
|
||||
// Keep stress within 0 and Max
|
||||
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
|
||||
|
||||
currentStress += enemies.Count; // Increase stress based on number of enemies nearby
|
||||
|
||||
Debug.Log($"Current Stress: {currentStress}");
|
||||
|
||||
if (currentStress >= maxStress)
|
||||
if (pickupController.heldObject != null && pickupController.heldObject.TryGetComponent<TrickController>(out _))
|
||||
{
|
||||
HandlePanic();
|
||||
currentStress += 5; // Increase stress based on number of carried tricks
|
||||
}
|
||||
|
||||
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
|
||||
|
||||
if (!isPanicking && currentStress >= maxStress)
|
||||
{
|
||||
Debug.Log($"{currentStress}, {isPanicking}, {isParalyzed}");
|
||||
yield return HandlePanic();
|
||||
}
|
||||
|
||||
else if(isPanicking && currentStress < maxStress)
|
||||
{
|
||||
isPanicking = false;
|
||||
HandleCalm();
|
||||
Debug.Log("Player has calmed down.");
|
||||
}
|
||||
}
|
||||
|
||||
void HandlePanic()
|
||||
IEnumerator HandlePanic()
|
||||
{
|
||||
panicEndTime = Time.time + panicDuration;
|
||||
|
||||
isPanicking = true;
|
||||
animator.SetBool("isCollapsed", true);
|
||||
|
||||
Debug.Log("Player is freaking out man!");
|
||||
// Add effects like screen shake or slowing down the player here
|
||||
OnPlayerPanic?.Invoke(); // Trigger the panic event
|
||||
yield return StartCoroutine(HandleParalyze());
|
||||
}
|
||||
|
||||
void HandleCalm()
|
||||
{
|
||||
Debug.Log("Player is feeling better now!");
|
||||
OnPlayerCalm?.Invoke(); // Trigger the calm event
|
||||
}
|
||||
|
||||
public void ReduceStress(float amount)
|
||||
@@ -64,4 +98,15 @@ public class PlayerStressController : MonoBehaviour
|
||||
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
|
||||
Debug.Log($"Stress reduced by {amount}. Current Stress: {currentStress}");
|
||||
}
|
||||
|
||||
IEnumerator HandleParalyze()
|
||||
{
|
||||
isParalyzed = true;
|
||||
Debug.Log("Player is paralyzed.");
|
||||
|
||||
yield return new WaitForSecondsRealtime(paralyseDuration);
|
||||
|
||||
Debug.Log("Player has recovered from paralysis.");
|
||||
isParalyzed = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,8 @@ public class TrickCollisionManager : MonoBehaviour
|
||||
[SerializeField] private string trickLayerName = "Trick";
|
||||
[SerializeField] private string playerLayerName = "Player";
|
||||
[SerializeField] private string treatLayerName = "Treat";
|
||||
[SerializeField] private string destroyTag = "Destroy";
|
||||
|
||||
private bool initialized;
|
||||
|
||||
private void Awake()
|
||||
@@ -43,4 +45,10 @@ public class TrickCollisionManager : MonoBehaviour
|
||||
|
||||
Physics2D.IgnoreLayerCollision(trickLayer, otherLayer, true);
|
||||
}
|
||||
private void onTriggerEnter2D(Collider2D destroy){
|
||||
if (destroy.CompareTag(destroyTag))
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,14 +25,20 @@ public class TrickController : MonoBehaviour
|
||||
[SerializeField] private float wanderWeight = 0.4f;
|
||||
[SerializeField] private int maxTricks = 50;
|
||||
[SerializeField] private float jumpImpulse = 6f;
|
||||
[SerializeField] private float jumpImpulseVariance = 0.25f;
|
||||
[SerializeField] private float jumpCooldown = 1f;
|
||||
[SerializeField] private float jumpChancePerSecond = 0.5f;
|
||||
[SerializeField] private float jumpArcChance = 0.5f;
|
||||
[SerializeField] private float jumpArcHorizontalImpulse = 2f;
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private float groundCheckDistance = 0.05f;
|
||||
[SerializeField] private float despawnMinX = -12f;
|
||||
[SerializeField] private float despawnMaxX = 12f;
|
||||
[SerializeField] private float despawnMinY = -10f;
|
||||
[SerializeField] private float despawnMaxY = 20f;
|
||||
[SerializeField] private float throwControlLockTime = 0.35f;
|
||||
[SerializeField] private float wallCheckDistance = 0.1f;
|
||||
[SerializeField] private float wallAvoidDuration = 0.6f;
|
||||
|
||||
private Rigidbody2D body;
|
||||
private Transform target;
|
||||
@@ -44,6 +50,10 @@ public class TrickController : MonoBehaviour
|
||||
private float desiredXVelocity;
|
||||
private float nextJumpTime;
|
||||
private float movementLockUntil;
|
||||
private readonly RaycastHit2D[] groundHits = new RaycastHit2D[4];
|
||||
private readonly RaycastHit2D[] wallHits = new RaycastHit2D[4];
|
||||
private float wallAvoidUntil;
|
||||
private float wallAvoidDirection;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -79,7 +89,7 @@ public class TrickController : MonoBehaviour
|
||||
}
|
||||
|
||||
var position = transform.position;
|
||||
if (position.x < despawnMinX || position.x > despawnMaxX || position.y < despawnMinY)
|
||||
if (position.x < despawnMinX || position.x > despawnMaxX || position.y < despawnMinY || position.y > despawnMaxY)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
@@ -128,9 +138,6 @@ public class TrickController : MonoBehaviour
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
var airborne = body.linearVelocity;
|
||||
airborne.x = 0f;
|
||||
body.linearVelocity = airborne;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -156,6 +163,18 @@ public class TrickController : MonoBehaviour
|
||||
desiredX = wanderDirection.x * 0.2f;
|
||||
}
|
||||
|
||||
var wallDirection = GetWallAvoidDirection(desiredX);
|
||||
if (wallDirection != 0f)
|
||||
{
|
||||
wallAvoidDirection = wallDirection;
|
||||
wallAvoidUntil = Time.time + wallAvoidDuration;
|
||||
}
|
||||
|
||||
if (Time.time < wallAvoidUntil && Mathf.Abs(wallAvoidDirection) > 0.01f)
|
||||
{
|
||||
desiredX = wallAvoidDirection;
|
||||
}
|
||||
|
||||
desiredVelocity = new Vector2(Mathf.Clamp(desiredX, -1f, 1f) * moveSpeed, 0f);
|
||||
|
||||
var velocity = body.linearVelocity;
|
||||
@@ -311,6 +330,11 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (body.linearVelocity.y > 0.01f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var chance = jumpChancePerSecond * Time.fixedDeltaTime;
|
||||
if (Random.value > chance)
|
||||
{
|
||||
@@ -326,7 +350,17 @@ public class TrickController : MonoBehaviour
|
||||
}
|
||||
velocity.x = jumpDir * moveSpeed;
|
||||
body.linearVelocity = velocity;
|
||||
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
|
||||
|
||||
var minImpulse = Mathf.Max(0f, jumpImpulse * (1f - jumpImpulseVariance));
|
||||
var maxImpulse = Mathf.Max(minImpulse, jumpImpulse * (1f + jumpImpulseVariance));
|
||||
var jumpImpulseActual = Random.Range(minImpulse, maxImpulse);
|
||||
body.AddForce(Vector2.up * jumpImpulseActual, ForceMode2D.Impulse);
|
||||
|
||||
if (Random.value < jumpArcChance && jumpArcHorizontalImpulse > 0f)
|
||||
{
|
||||
var arcDir = Random.value < 0.5f ? -1f : 1f;
|
||||
body.AddForce(Vector2.right * arcDir * jumpArcHorizontalImpulse, ForceMode2D.Impulse);
|
||||
}
|
||||
nextJumpTime = Time.time + jumpCooldown;
|
||||
}
|
||||
|
||||
@@ -338,22 +372,78 @@ public class TrickController : MonoBehaviour
|
||||
return false;
|
||||
}
|
||||
|
||||
var bounds = collider.bounds;
|
||||
var checkSize = new Vector2(bounds.size.x * 0.9f, groundCheckDistance * 2f);
|
||||
var checkCenter = new Vector2(bounds.center.x, bounds.min.y - groundCheckDistance);
|
||||
var hits = Physics2D.OverlapBoxAll(checkCenter, checkSize, 0f, groundMask);
|
||||
for (var i = 0; i < hits.Length; i++)
|
||||
var filter = new ContactFilter2D();
|
||||
filter.SetLayerMask(groundMask);
|
||||
filter.useTriggers = false;
|
||||
|
||||
var hitCount = collider.Cast(Vector2.down, filter, groundHits, groundCheckDistance);
|
||||
for (var i = 0; i < hitCount; i++)
|
||||
{
|
||||
var hit = hits[i];
|
||||
if (hit != null && hit != collider)
|
||||
var hitCollider = groundHits[i].collider;
|
||||
if (hitCollider == null || hitCollider == collider)
|
||||
{
|
||||
return true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hitCollider.GetComponent<TrickController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hitCollider.GetComponent<PlayerPlatformerController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private float GetWallAvoidDirection(float desiredX)
|
||||
{
|
||||
if (Mathf.Abs(desiredX) < 0.01f)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider == null)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
var filter = new ContactFilter2D();
|
||||
filter.SetLayerMask(groundMask);
|
||||
filter.useTriggers = false;
|
||||
|
||||
var dir = Mathf.Sign(desiredX);
|
||||
var hitCount = collider.Cast(Vector2.right * dir, filter, wallHits, wallCheckDistance);
|
||||
for (var i = 0; i < hitCount; i++)
|
||||
{
|
||||
var hitCollider = wallHits[i].collider;
|
||||
if (hitCollider == null || hitCollider == collider)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hitCollider.GetComponent<TrickController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hitCollider.GetComponent<PlayerPlatformerController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return -dir;
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
|
||||
|
||||
public void SetCarried(bool carried)
|
||||
{
|
||||
|
||||
@@ -25,10 +25,10 @@ public class WinSceneController : MonoBehaviour
|
||||
|
||||
button = root.Q<Button>("Button");
|
||||
|
||||
button.clicked += () => HandleStartClicked("MainMenu");
|
||||
button.clicked += () => HandleClick("MainMenu");
|
||||
}
|
||||
|
||||
private void HandleStartClicked(string sceneName)
|
||||
private void HandleClick(string sceneName)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(sceneName))
|
||||
{
|
||||
|
||||
@@ -1,18 +1,31 @@
|
||||
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
|
||||
<Style src="project://database/Assets/UI%20Toolkit/progressBar.uss?fileID=7433441132597879392&guid=2c3cb808f8496d4438df1bd06428d6f1&type=3#progressBar"/>
|
||||
<ui:VisualElement style="flex-grow: 1; background-color: rgba(0, 0, 0, 0); height: 20%;">
|
||||
<ui:Label text="Score: 0" name="Score" style="font-size: 40px; height: 10%;"/>
|
||||
<ui:Label text="Score: 0" name="Score" style="font-size: 40px; height: auto; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);"/>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; align-self: auto; align-items: flex-start; align-content: auto; height: 80%; flex-direction: row;">
|
||||
<ui:VisualElement style="flex-grow: 1; height: 100%; width: 10%; background-size: 100% 100%;">
|
||||
<ui:Image name="Player1Life" style="background-image: url("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
<ui:Image name="Player1Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
|
||||
<ui:ProgressBar value="23" title="" name="Player1StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-grow: 1; height: 50%;"/>
|
||||
<ui:Image name="Player2Life" style="background-image: url("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
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<ui:Button text="Just... *sigh* Whatever" name="Button" style="font-size: 50px;"/>
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<ui:Button text="Start" name="Start" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
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<ui:Button text="Experiment" name="Experiment" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
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<ui:Button text="Level 2" name="Level2" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
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<ui:VisualElement style="flex-grow: 1; justify-content: center; background-color: rgb(0, 0, 0);">
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<ui:Label text="Candy Crashout" name="Title" style="color: rgb(255, 255, 255); font-size: 60px; align-self: center; background-color: rgb(10, 10, 10); -unity-text-align: lower-left; top: auto;"/>
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<ui:VisualElement style="flex-grow: 1; justify-content: center; align-self: auto; align-content: auto; background-color: rgb(0, 0, 0);">
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<ui:Button text="Start" name="Start" emoji-fallback-support="true" enabled="false" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
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<ui:Button text="Experiment" name="Experiment" emoji-fallback-support="true" enabled="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
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<ui:Button text="Level 2" name="Level2" emoji-fallback-support="true" enabled="false" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
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<ui:Label text="Win"/>
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<ui:Button text="Dun"/>
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<ui:Label text="Win" style="font-size: 50px;"/>
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<ui:Button text="Dun" name="Button" style="font-size: 50px;"/>
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</ui:UXML>
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unityprogressbar__progress {
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background-color: rgb(0, 197, 10);
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background-color: rgb(243, 0, 40);
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.unity-progress-bar__background {
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background-color: rgb(70, 0, 11);
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